class FusionGatlingAltFire extends TFProjectileFire;


function DoFireEffect()
{
	if ( TFFusionGatling( Weapon).bStayWound )
	{
		TFFusionGatling( Weapon).bStayWound = false;
                PlayerController(Instigator.Controller).ClientPlaySound(Sound'WeaponSounds.BaseGunTech.BReload9');
//		FireSound = Sound'WeaponSounds.BaseGunTech.BReload9';
	}
	else
	{
		TFFusionGatling( Weapon ).bStayWound = true;
                PlayerController(Instigator.Controller).ClientPlaySound(Sound'WeaponSounds.BaseGunTech.BReload5');
//		FireSound = Sound'WeaponSounds.BaseGunTech.BReload5';	//Default.FireSound;
	}
}

defaultproperties
{
     bWaitForRelease=True
     FireAnim="Aim"
     FireRate=0.200000
     AmmoClass=Class'Taskforces.FusionGatlingAmmo'
}
